Welcome to Adanril in Adanril | World Anvil
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Welcome to Adanril

Adanril is worlds within worlds, a collection of exotic continents separated by the wast ocean. But first and foremost it's a fantasy world, with all the usual elements such as magic, multiple races and monsters.

Magic is dangerous, any spell can misfire and most of the magic items as well. The more powerful a spell is, the more likely it's going to do something unexpected, and the consequences can be more severe. This is affects any and all form of magic, including cleric spells, for reasons I will explain right now.

Gods are just very powerful individuals. They all have some source of power, usually hidden away from the masses that makes them incredibly powerful, and semi-immortal. There are no records of any dead god or goddess, but it is theoretically possible to kill them. Churches and clerics are the organized form of utilizing a god's power, in order to change the world. Usually for the better, from the god's perspective.

Technology in the world is considered new, but magic is ancient. There are no historical records of ancient civilizations using advanced technology, but there are a ancient dead (or undead) powerful magicians and magic items they left behind. Maybe there was a technologically advanced civilization but it was wiped out. The technology level is roughly in the medieval, early new age era, except from some notable exceptions, that are likely not be visited by player characters.

Continents are diverse. Just to give a quick example, there is continent with no magic, and another full of it. There are continents that are (almost) fully mapped, and a continent that's largely unknown except for a few coastal settlements.

The oceans are hard to travel. Magical and natural storms ravage the seas. This point is largely to explain why the continents are so different, but have other consequences as well.

Monsters are usually kept at bay. In peace time a country can protect it's citizens from monster attacks, with some help from adventurers of course. In war time priorities change. Still no monster threatens an entire country or even a city, monsters are just not that powerful enough, especially if they leave their lairs. Yes to spell it out, monsters are more powerful in their lairs, usually some due to some odd magical effect.

A multitude of various races lives mostly in harmony. No race is in majority. There are (will be, I promise !) new races compared to the PHB (or Volo) and racial bonuses maybe reconsidered (I don't want a half-elf party just for the bonuses it gives, in fact I would be much more happier with a party full of exotic races)

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